veloren/common/systems/tests/phys/utils.rs
Imbris 6c6b9181a5 Only construct specs::Dispatcher once
* use version of shred that has an added SendDispatcher so we can
  construct the dispatcher and send it between threads (only State to
  remain sendable)
* move closure for adding systems from State::tick to the creation
  functions
* this does mean some voxygen systems always run instead of just in the
  session state, but that should not cause issues and we can always
  configure them to do nothing if needed
2024-01-03 18:11:06 -05:00

165 lines
5.2 KiB
Rust

use common::{
comp::{
inventory::item::MaterialStatManifest,
skills::{GeneralSkill, Skill},
tool::AbilityMap,
Auras, Buffs, CharacterActivity, CharacterState, Collider, Combo, Controller, Energy,
Health, Ori, Pos, Stats, Vel,
},
resources::{DeltaTime, GameMode, Time},
shared_server_config::ServerConstants,
skillset_builder::SkillSetBuilder,
terrain::{
Block, BlockKind, MapSizeLg, SpriteKind, TerrainChunk, TerrainChunkMeta, TerrainGrid,
},
};
use common_ecs::{dispatch, System};
use common_net::sync::WorldSyncExt;
use common_state::State;
use rand::{prelude::*, rngs::SmallRng};
use specs::{Builder, Entity, WorldExt};
use std::{error::Error, sync::Arc, time::Duration};
use vek::{Rgb, Vec2, Vec3};
use veloren_common_systems::{character_behavior, phys};
pub const EPSILON: f32 = 0.00002;
const DT_MILLIS: u64 = 10;
const MILLIS_PER_SEC: f64 = 1_000.0;
pub const DT: Duration = Duration::from_millis(DT_MILLIS);
pub const DT_F64: f64 = DT_MILLIS as f64 / MILLIS_PER_SEC;
const DEFAULT_WORLD_CHUNKS_LG: MapSizeLg =
if let Ok(map_size_lg) = MapSizeLg::new(Vec2 { x: 10, y: 10 }) {
map_size_lg
} else {
panic!("Default world chunk size does not satisfy required invariants.");
};
pub fn setup(add_systems: impl Fn(&mut specs::DispatcherBuilder)) -> State {
let pools = State::pools(GameMode::Server);
let mut state = State::new(
GameMode::Server,
pools,
DEFAULT_WORLD_CHUNKS_LG,
Arc::new(TerrainChunk::water(0)),
add_systems,
);
state.ecs_mut().insert(MaterialStatManifest::with_empty());
state.ecs_mut().insert(AbilityMap::load().cloned());
state.ecs_mut().read_resource::<Time>();
state.ecs_mut().read_resource::<DeltaTime>();
for x in 0..2 {
for y in 0..2 {
generate_chunk(&mut state, Vec2::new(x, y));
}
}
state
}
pub fn add_char_and_phys_systems(dispatch_builder: &mut specs::DispatcherBuilder) {
dispatch::<character_behavior::Sys>(dispatch_builder, &[]);
dispatch::<phys::Sys>(dispatch_builder, &[&character_behavior::Sys::sys_name()]);
}
pub fn tick(state: &mut State, dt: Duration) {
state.tick(
dt,
false,
None,
&ServerConstants {
day_cycle_coefficient: 24.0,
},
|_, _| {},
);
}
pub fn set_control(
state: &mut State,
entity: Entity,
control: Controller,
) -> Result<(), specs::error::Error> {
let mut storage = state.ecs_mut().write_storage::<Controller>();
storage.insert(entity, control).map(|_| ())
}
pub fn get_transform(state: &State, entity: Entity) -> Result<(Pos, Vel, Ori), Box<dyn Error>> {
let storage = state.ecs().read_storage::<Pos>();
let pos = *storage
.get(entity)
.ok_or("Storage does not contain Entity Pos")?;
let storage = state.ecs().read_storage::<Vel>();
let vel = *storage
.get(entity)
.ok_or("Storage does not contain Entity Vel")?;
let storage = state.ecs().read_storage::<Ori>();
let ori = *storage
.get(entity)
.ok_or("Storage does not contain Entity Ori")?;
Ok((pos, vel, ori))
}
pub fn create_player(state: &mut State) -> Entity {
let body = common::comp::Body::Humanoid(common::comp::humanoid::Body::random_with(
&mut thread_rng(),
&common::comp::humanoid::Species::Human,
));
let (p0, p1, radius) = body.sausage();
let collider = Collider::CapsulePrism {
p0,
p1,
radius,
z_min: 0.0,
z_max: body.height(),
};
let skill_set = SkillSetBuilder::default().build();
state
.ecs_mut()
.create_entity_synced()
.with(Pos(Vec3::new(16.0, 16.0, 265.0)))
.with(Vel::default())
.with(Ori::default())
.with(body.mass())
.with(body.density())
.with(collider)
.with(body)
.with(Controller::default())
.with(CharacterState::default())
.with(CharacterActivity::default())
.with(Buffs::default())
.with(Combo::default())
.with(Auras::default())
.with(Energy::new(
body,
skill_set
.skill_level(Skill::General(GeneralSkill::EnergyIncrease))
.unwrap_or(0),
))
.with(Health::new(body, body.base_health()))
.with(skill_set)
.with(Stats::empty(body))
.build()
}
#[allow(clippy::needless_pass_by_ref_mut)]
pub fn generate_chunk(state: &mut State, chunk_pos: Vec2<i32>) {
let (x, y) = chunk_pos.map(|e| e.to_le_bytes()).into_tuple();
let mut rng = SmallRng::from_seed([
x[0], x[1], x[2], x[3], y[0], y[1], y[2], y[3], x[0], x[1], x[2], x[3], y[0], y[1], y[2],
y[3], x[0], x[1], x[2], x[3], y[0], y[1], y[2], y[3], x[0], x[1], x[2], x[3], y[0], y[1],
y[2], y[3],
]);
let height = rng.gen::<i32>() % 8;
state.ecs().write_resource::<TerrainGrid>().insert(
chunk_pos,
Arc::new(TerrainChunk::new(
256 + if rng.gen::<u8>() < 64 { height } else { 0 },
Block::new(BlockKind::Grass, Rgb::new(11, 102, 35)),
Block::air(SpriteKind::Empty),
TerrainChunkMeta::void(),
)),
);
}